110 lines
2.8 KiB
C#
110 lines
2.8 KiB
C#
using RoR2;
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using RoR2.Projectile;
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using UnityEngine;
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namespace EntityStates.Bandit2.Weapon;
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public class Bandit2FireShiv : BaseSkillState
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{
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[SerializeField]
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public GameObject projectilePrefab;
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[SerializeField]
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public float baseDuration;
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[SerializeField]
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public float damageCoefficient;
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[SerializeField]
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public float force;
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[SerializeField]
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public int maxShivCount;
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public static float baseDelayBetweenShivs;
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public static float shortHopVelocity;
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public static GameObject muzzleEffectPrefab;
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public static string muzzleString;
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private float duration;
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private float delayBetweenShivs;
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private float countdownSinceLastShiv;
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private int shivCount;
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private static int SlashBladeStateHash = Animator.StringToHash("SlashBlade");
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private static int SlashBladeParamHash = Animator.StringToHash("SlashBlade.playbackRate");
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public override void OnEnter()
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{
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base.OnEnter();
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duration = baseDuration / attackSpeedStat;
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delayBetweenShivs = baseDelayBetweenShivs / attackSpeedStat;
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PlayAnimation("Gesture, Additive", SlashBladeStateHash, SlashBladeParamHash, duration);
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StartAimMode();
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if ((bool)base.characterMotor)
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{
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base.characterMotor.velocity = new Vector3(base.characterMotor.velocity.x, Mathf.Max(base.characterMotor.velocity.y, shortHopVelocity), base.characterMotor.velocity.z);
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}
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}
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public override void OnExit()
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{
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base.OnExit();
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}
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public override void FixedUpdate()
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{
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base.FixedUpdate();
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countdownSinceLastShiv -= GetDeltaTime();
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if (shivCount < maxShivCount && countdownSinceLastShiv <= 0f)
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{
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shivCount++;
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countdownSinceLastShiv += delayBetweenShivs;
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FireShiv();
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}
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if (base.fixedAge >= duration && base.isAuthority)
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{
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outer.SetNextStateToMain();
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}
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}
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private void FireShiv()
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{
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if ((bool)muzzleEffectPrefab)
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{
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EffectManager.SimpleMuzzleFlash(muzzleEffectPrefab, base.gameObject, muzzleString, transmit: false);
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}
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if (base.isAuthority)
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{
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Ray ray = GetAimRay();
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if (projectilePrefab != null)
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{
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TrajectoryAimAssist.ApplyTrajectoryAimAssist(ref ray, projectilePrefab, base.gameObject);
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FireProjectileInfo fireProjectileInfo = default(FireProjectileInfo);
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fireProjectileInfo.projectilePrefab = projectilePrefab;
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fireProjectileInfo.position = ray.origin;
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fireProjectileInfo.rotation = Util.QuaternionSafeLookRotation(ray.direction);
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fireProjectileInfo.owner = base.gameObject;
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fireProjectileInfo.damage = damageStat * damageCoefficient;
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fireProjectileInfo.force = force;
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fireProjectileInfo.crit = RollCrit();
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fireProjectileInfo.damageTypeOverride = DamageType.SuperBleedOnCrit;
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FireProjectileInfo fireProjectileInfo2 = fireProjectileInfo;
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ProjectileManager.instance.FireProjectile(fireProjectileInfo2);
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}
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}
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}
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public override InterruptPriority GetMinimumInterruptPriority()
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{
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return InterruptPriority.PrioritySkill;
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}
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}
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